UATHelper: Packaging (Windows): LogInit: Display: LogSkinnedMeshComp: Warning: GetSocketInfoByName(BigSword_Socket): No SkeletalMesh for Component(CharacterMesh0) Actor(Server_C /Game/ActionRPGStarterSystem/Maps/Agora.Agora:PersistentLevel.Server_C_9)
UATHelper: Packaging (Windows): LogInit: Display: LogNavigation: Warning: RecastNavMesh /Game/Advanced_AI_SpawnSystem/Maps/Showcase.Showcase:PersistentLevel.RecastNavMesh-Default: ARecastNavMesh: Nav mesh version 13 < Min compatible 20. Nav mesh needs to be rebuilt.
UATHelper: Packaging (Windows): LogInit: Display: LogNavigation: Warning: RecastNavMesh /Game/Advanced_AI_SpawnSystem/Maps/Test.Test:PersistentLevel.RecastNavMesh-Default: ARecastNavMesh: Nav mesh version 13 < Min compatible 20. Nav mesh needs to be rebuilt.
UATHelper: Packaging (Windows): LogInit: Display: LogReflectionCaptureComponent: Warning: /Game/Advanced_AI_SpawnSystem/Maps/Test contains a legacy UReflectionCaptureComponent and is being non-deterministically cooked - please resave the asset and recook.
UATHelper: Packaging (Windows): LogInit: Display: LogShaderCompilers: Warning: Failed to compile Material /CesiumForUnreal/Materials/M_CesiumBaseMaterial.M_CesiumBaseMaterial (MI:/CesiumForUnreal/Materials/Instances/MI_CesiumThreeOverlaysAndClippingAndWater.MI_CesiumThreeOverlaysAndClippingAndWater) for platform PCD3D_SM6, Default Material will be used in game.
UATHelper: Packaging (Windows): Shader is using too many Samplers: 17 (only 16 supported)
UATHelper: Packaging (Windows): LogInit: Display: LogMaterial: Warning: Cooking a material resource (in M_CesiumBaseMaterial hierarchy) that doesn’t have a valid ShaderMap! Shadermap pointer is null.
UATHelper: Packaging (Windows): LogInit: Display:
UATHelper: Packaging (Windows): LogInit: Display: Failure - 1 error(s), 191 warning(s)
UATHelper: Packaging (Windows): LogInit: Display:
UATHelper: Packaging (Windows): Execution of commandlet took: 39.06 seconds
UATHelper: Packaging (Windows): LogShaderCompilers: Display: ================================================
UATHelper: Packaging (Windows): LogShaderCompilers: Display: === FShaderJobCache stats ===
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Total job queries 116, among them cache hits 0 (0.00%)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Tracking 100 distinct input hashes that result in 88 distinct outputs (88.00%)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: RAM used: 1.25 MiB of 1.60 GiB budget. Usage: 0.08%
UATHelper: Packaging (Windows): LogShaderCompilers: Display: === Shader Compilation stats ===
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Shaders Compiled: 116
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Jobs assigned 116, completed 116 (100.00%)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Average time worker was idle: 1.63 s
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Time job spent in pending queue: average 0.55 s, longest 5.92 s
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Job execution time: average 7.09 s, max 14.99 s
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Job life time (pending + execution): average 7.64 s, max 15.02
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 22.99 s
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Jobs were issued in 40 batches (only local compilation was used), average 2.90 jobs/batch
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Average processing rate: 5.05 jobs/sec
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Total thread time: 181.777 s
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Total thread preprocess time: 5.333 s
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Percentage time preprocessing: 2.93%
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Effective parallelization: 7.91 (times faster than compiling all shaders on one thread). Compare with number of workers: 12
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Top 5 most expensive shader types by average time:
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSFCachedVolumeIndirectLightingPolicy (compiled 8 times, average 3.08 sec, max 7.53 sec, min 0.92 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSFCachedVolumeIndirectLightingPolicySkylight (compiled 8 times, average 2.86 sec, max 5.64 sec, min 0.85 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSFPrecomputedVolumetricLightmapLightingPolicySkylight (compiled 4 times, average 2.64 sec, max 4.18 sec, min 1.31 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSFCachedPointIndirectLightingPolicySkylight (compiled 4 times, average 2.58 sec, max 4.10 sec, min 1.52 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSFNoLightMapPolicySkylight (compiled 4 times, average 2.51 sec, max 3.55 sec, min 1.43 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Top 5 shader types by total compile time:
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSFCachedVolumeIndirectLightingPolicy - 13.54% of total time (compiled 8 times, average 3.08 sec, max 7.53 sec, min 0.92 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSFCachedVolumeIndirectLightingPolicySkylight - 12.59% of total time (compiled 8 times, average 2.86 sec, max 5.64 sec, min 0.85 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSFPrecomputedVolumetricLightmapLightingPolicySkylight - 5.81% of total time (compiled 4 times, average 2.64 sec, max 4.18 sec, min 1.31 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSFCachedPointIndirectLightingPolicySkylight - 5.69% of total time (compiled 4 times, average 2.58 sec, max 4.10 sec, min 1.52 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSFNoLightMapPolicySkylight - 5.53% of total time (compiled 4 times, average 2.51 sec, max 3.55 sec, min 1.43 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: ================================================
UATHelper: Packaging (Windows): Took 69.9377488s to run UnrealEditor-Cmd.exe, ExitCode=1
UATHelper: Packaging (Windows): ERROR: Cook failed.
UATHelper: Packaging (Windows): (see C:\Users\Zack\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.2\Log.txt for full exception trace)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 1m 15s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure
LogEditCondition: Error: EditCondition parsing failed: Field name “TEXT” was not found in class “Cesium3DTileset”.
LogEditCondition: Error: EditCondition parsing failed: Field name “Mac” was not found in class “Cesium3DTileset”.
LogEditCondition: Error: Cesium3DTileset - EditCondition attempted to use an invalid operand “TEXT”.
Can you please provide more information so we can better understand the situation?
- What objects are in the level that is causing this error? Cesium or otherwise?
- Can you reproduce this error in Cesium for Unreal Samples? If so, how?
- Can you include a screenshot of the settings configured on your tileset? It looks like you’re using NavMeshes so it would help to know if that option is enabled, as well as if you’re using custom materials.
Looks like you need to cut down on the number of samplers:
Shader is using too many Samplers: 17 (only 16 supported)
Perhaps go through the Texture Samplers in Cesium GLTF Function, and change the Sampler source from “From texture asset” to one of the Shared options.
-
Parsing errors related to the
EditCondition
:- The field “TEXT” is not found in the class “Cesium3DTileset”.
- The field “Mac” is not found in the class “Cesium3DTileset”.
-
Compilation warning for a material:
- The material
/CesiumForUnreal/Materials/M_CesiumBaseMaterial.M_CesiumBaseMaterial
failed to compile for the platformPCD3D_SM6
. As a result, the default material will be used in the game.
- The material
-
Shader issue during packaging for Windows:
- The shader is using too many samplers: 17, but only 16 are supported.
These issues seem to be related to parsing, material compilation, and shader limitations.
Were can I find and change this setting
Goto the Cesium For Unreal Content folder, and then go to the MaterialFunctions folder, and then open CesiumGltfFunction.
In the material editor, look for the Texture Sampler nodes (there’s one for base color, normal, occlusion, etc). When you select this node, you will see this option in the detail panel.
That seems to have fixed the cesium problem but I’m still getting some build issues I’m wondering if you can help me with
UATHelper: Packaging (Windows): LogInit: Display: LogReflectionCaptureComponent: Warning: /Game/Advanced_AI_SpawnSystem/Maps/Test contains a legacy UReflectionCaptureComponent and is being non-deterministically cooked - please resave the asset and recook.
UATHelper: Packaging (Windows): LogInit: Display:
UATHelper: Packaging (Windows): LogInit: Display: Failure - 1 error(s), 187 warning(s)
UATHelper: Packaging (Windows): LogInit: Display:
UATHelper: Packaging (Windows): Execution of commandlet took: 1m 13s (73.05 seconds)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: ================================================
UATHelper: Packaging (Windows): LogShaderCompilers: Display: === FShaderJobCache stats ===
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Total job queries 396, among them cache hits 0 (0.00%)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Tracking 396 distinct input hashes that result in 279 distinct outputs (70.45%)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: RAM used: 4.45 MiB of 1.60 GiB budget. Usage: 0.27%
UATHelper: Packaging (Windows): LogShaderCompilers: Display: === Shader Compilation stats ===
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Shaders Compiled: 396
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Jobs assigned 396, completed 396 (100.00%)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Average time worker was idle: 0.00 s
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Time job spent in pending queue: average 6.54 s, longest 29.84 s
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Job execution time: average 8.60 s, max 23.96 s
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Job life time (pending + execution): average 15.14 s, max 39.13
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 53.05 s
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Jobs were issued in 96 batches (only local compilation was used), average 4.12 jobs/batch
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Average processing rate: 7.47 jobs/sec
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Total thread time: 562.723 s
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Total thread preprocess time: 17.677 s
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Percentage time preprocessing: 3.14%
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Effective parallelization: 10.61 (times faster than compiling all shaders on one thread). Compare with number of workers: 12
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Top 5 most expensive shader types by average time:
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSFSelfShadowedCachedPointIndirectLightingPolicySkylight (compiled 4 times, average 2.70 sec, max 5.01 sec, min 1.35 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSFCachedPointIndirectLightingPolicySkylight (compiled 16 times, average 2.24 sec, max 4.16 sec, min 1.33 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSFPrecomputedVolumetricLightmapLightingPolicySkylight (compiled 16 times, average 2.23 sec, max 4.33 sec, min 1.18 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSFCachedVolumeIndirectLightingPolicySkylight (compiled 12 times, average 2.21 sec, max 3.42 sec, min 1.48 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSFPrecomputedVolumetricLightmapLightingPolicy (compiled 16 times, average 2.21 sec, max 4.48 sec, min 1.21 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Top 5 shader types by total compile time:
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSFCachedPointIndirectLightingPolicySkylight - 6.36% of total time (compiled 16 times, average 2.24 sec, max 4.16 sec, min 1.33 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSFPrecomputedVolumetricLightmapLightingPolicySkylight - 6.35% of total time (compiled 16 times, average 2.23 sec, max 4.33 sec, min 1.18 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSFPrecomputedVolumetricLightmapLightingPolicy - 6.28% of total time (compiled 16 times, average 2.21 sec, max 4.48 sec, min 1.21 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSFCachedPointIndirectLightingPolicy - 6.15% of total time (compiled 16 times, average 2.16 sec, max 4.09 sec, min 1.18 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: TBasePassPSFNoLightMapPolicySkylight - 6.02% of total time (compiled 16 times, average 2.12 sec, max 3.64 sec, min 1.13 sec)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: ================================================
UATHelper: Packaging (Windows): Took 102.44792539999999s to run UnrealEditor-Cmd.exe, ExitCode=1
UATHelper: Packaging (Windows): ERROR: Cook failed.
UATHelper: Packaging (Windows): (see C:\Users\Zack\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.2\Log.txt for full exception trace)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 1m 50s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure
I can’t see anything in that log, it looks like the error message is in that file.
Now i keep getting this error LogCesium: Error: [2023-09-21 20:00:46.048] [error] [SqliteCache.cpp:441] database is locked
I would try deleting the cache file and see if that works. For me, it is located here:
AppData/Local/UnrealEngine/5.2/cesium-request-cache.sqlite